Virtual bowling with a bowling ball having an RFID tag

ABSTRACT

A bowling ball tagged with a radio-frequency identification (“RFID”) tag is used to provide information about the bowling ball to a computer. The computer can use this information to generate a more accurate calculation of the onward travel of the ball toward the pins and to present a more accurate image of the bowling ball on the screen in a virtual bowling game.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of U.S. Provisional Application No.60/748,976, filed Dec. 9, 2005, and is also a continuation-in-part ofU.S. patent application Ser. No. 10/487,056, filed Jun. 18, 2002, whichis a U.S. national phase application based on International ApplicationNo. PCT/SE02/01171, filed Jun. 18, 2002. Each of those documents ishereby incorporated by reference.

FIELD OF THE INVENTION

The present invention relates to an arrangement for a bowling simulatorcomprising a bowling lane, a lane approach, a ball stop system, a pinpit, a lateral gutter and a ball return system.

BACKGROUND

Bowling lanes in accordance with the regulations require a lot of spacebecause the length dimension for a lane is ca. 5 metres for a laneapproach, ca. 20 metres for the bowling lane itself with the pin table,plus a couple of metres for the pin pit at the far end of the lane. Thewidth of the lane including gutters is ca 1.5 metres. Thus, if it iswished to arrange several lanes next to one another, a large hall willbe required for this. Premises in densely built-up areas and incommercial and office areas command a high property value with resultinghigh rents. It is not possible for this reason to establish bowlinglanes in all areas, and it is necessary to consider remote areas if itis not possible to expect to achieve a very good turnover in order tomeet the rental costs and, of course, other costs incurred inconjunction with bowling, so that the bowling alley at least breaks evenfinancially and preferably makes a profit.

TV and computer games are available for various sports such as golf,tennis, football, ice hockey, etc., in which it is possible to play thegame in front of a computer screen or with other apparatuses which havebuttons or levers. However, such console games do not give a realisticsensation of and for the branch of sport in question. It is more likesitting and typing, except in the case of motor sport where a steeringwheel and pedals can be used to control the car.

There are also other larger arrangements, in which it is possible tosimulate the sensation of engaging in the sport, such as skiing booths,punch-balls and a football that is attached to a cord to allow the ballto be kicked towards a goal. This “involvement in the sport” does notprovide a realistic sensation, either, although it resembles realitymore closely.

Although a miniature form of bowling exists, this does not give arealistic sensation of the sport and attracts no more than a few newparticipants to the established bowling alleys.

JP 11114221A (Abstract and Figures) shows a bowling facility whichshares certain common features with the invention in accordance with thepresent application, although the differences are still considerable.The largest and most significant difference is the actual lane approach.

The illustrated previously disclosed bowling facility is of the kindthat is suitable for use at Tivoli and similar amusement parks. Thereis, in fact, no lane approach in this previously disclosed bowlingfacility, and the player is expected to stand still and make sure thatthe ball (1) is deposited on the bowling lane (2) that is raised to theheight of to the bowler's knees, which lane is inclined upwards at itsfar end. After impact, the ball (1) is returned in a channel that issituated under the actual bowling lane (2). The previously disclosedlane thus precludes the possibility of missing, as the lateral edges ofthe surrounding lane box keep the ball on the lane at all times,provided that the ball does not find its way into the pit (8) that ispresent in front of the bowling lane (2).

The present bowling simulator is described below as a preferredillustrative embodiment, in conjunction with which reference is made tothe accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates schematically an arrangement for a bowling gameviewed from the side;

FIG. 2 shows a view of the arrangement from above;

FIG. 3 shows a view from above in the area of a pin table and a pin pitviewed from above;

FIG. 4 shows a profile of the so-called oil graph for a bowling lane;

FIG. 5 is an illustration of a bowling ball of an embodiment with aradio-frequency identification (“RFID”) tag;

FIG. 6 is an illustration of a bowling ball mold of an embodiment forinserting an RFID tag during the bowling ball molding process;

FIG. 7 is an illustration block diagram of a system of an embodimentthat uses an RFID tag in a bowling ball;

FIG. 8 is an illustration of an embodiment showing grooving for anembedded RFID antenna under a top surface of a lane panel of a bowlinglane; and

FIG. 9 is an illustration of an embodiment showing the lane panel ofFIG. 8 with a top lane surface installed over the embedded RFID antenna.

DETAILED DESCRIPTION OF THE PRESENTLY PREFERRED EMBODIMENTS

The underlying idea of the embodiments in parent U.S. patent applicationSer. No. 10/487,056 is to be able to engage in real bowling including inpremises with limited dimensions, i.e. real bowling balls and real laneapproaches of ca. 5 metres in length are used, although the actualbowling lanes are of restricted length and no difference must beperceived from the familiar “long bowling” game. It is, in fact,important to be able to visit a bowling alley in accordance with thoseembodiments and for the player to use the right lane approach with theright number of steps and the right bowling balls in accordance with theregulations.

Those embodiments thus are not intended to be a toy bowling lane, as isthe case with the previously disclosed lane referred to here, and theprincipal object of those embodiments is that a player must be able toplay his/her customary game with a lane approach of three to four stepsand executing a full swing with the bowling arm, that a physical effortmust be exerted in playing the game, and that it must also be possibleto bowl and stand as usual. There must accordingly be a realistictransition from this to the realistic impact of the ball and the resultof the onward travel of the ball along the lane, for example a displayedstrike, spare or even a total miss after the ball ends up in the gutter.An entire library of conceivable bowling events is thus contained in thecomputer program, for example in the same way as in TV and computergames.

The embodiments, thus, enable the sensation of the game of bowling to bereplicated, although with a lane that does not require to be constructedin accordance with the regulations. It is also necessary to be able toplay as in conventional lane bowling with real balls, shoes and laneapproach, and even with a ball return channel.

This is achieved by means of an arrangement, which is characterizedessentially in that the effective length of the bowling lane constitutesonly a proportion of the length of a bowling lane of normal length, inthat the lane approach and the ball are the same as in conventional lanebowling, in that the bowling lane constitutes an extension of the laneapproach and in that they are situated at a common level, in that aprojection screen is arranged in the area in front of the pin pit, inthat a projector or some other similar image display apparatus is soarranged as to display intended images on the aforementioned projectionscreen, in that the projector is in the form of a film projector that isso arranged as to display moving images of pins and balls on theprojection screen, in that sensors are provided along the bowling laneand are so arranged as to sense the direction of impact, speed and forceof the bowling ball, and in that a computer unit is connected to theaforementioned projector and sensors for the purpose of calculating theonward travel of the ball towards the pins and of projecting onto theprojection screen a realistic image of the pins as they are knocked overby the ball.

Turning now to FIG. 1, an arrangement 1 for a bowling simulator 2comprising a bowling lane 3, a lane approach 4, a pin pit 9, a ball stopsystem 5, a lane gutter 6 and a ball return system 7 has a projectionscreen 8 erected in the area 10 in front of the pin pit 9. A projector11 or some other similar image display apparatus is so arranged as todisplay intended images 12 on the aforementioned projection screen 8.

Also arranged along the bowling lane 3 are sensors 13, 14, 15, which areso arranged as to sense the direction of impact of a bowling ball 16 inquestion, the speed of the ball and the force of the ball. A computerunit 17 is connected to the aforementioned projector 11 and sensors13-15 for the purpose of calculating the onward travel of the balltowards the pins 18 and of projecting onto the screen 8 a realisticimage 12 of the pins as they are knocked over, etc., by the ball 16.

The effective length L of the bowling lane in this case is only aproportion of the length of a bowling lane of normal length. A stopcushion 19 for the ball 16 is arranged beyond the projection screen 8 tostop the ball from continuing to roll behind the projection screen 8 andto reduce the force of impact of the ball against the cushion 19.

Several sensors 13 are situated in the longitudinal extent of theaforementioned bowling lane and in front of the projection screen 8. Theaforementioned sensors 13 are so arranged as to determine the directionof the ball and its speed.

The aforementioned sensors 13-15 can be in the form of either mechanicalsensors, laser sensors, ultrasound sensors or ultralight sensors.

The actual bowling lane 3, on which the bowl 16 is intended to roll, issituated at the same level as the lane approach 4, i.e. as in a normalbowling lane, although the length B of the lane 3 is significantlyshorter than in a normal bowling lane.

The aforementioned projector 11 is in the form of a film projector thatis so arranged as to display moving images 12 of pins 18 and balls, sothat a realistic film clip, which has been calculated in the computer 17after gathering and processing all the information from the sensors13-15 relating to the impact of the ball so that, when the ball 16disappears under the screen 8, images are displayed of what happens tothe pins 18, which, until that point, had been displayed on the screen8, when the ball 16 hits or misses the pins 18, which are displayed onthe screen set up ready to be hit.

It is thus necessary to provide a realistic transition from this pointuntil the realistic impact and the result of the onward travel of theball on the lane 3, for example a displayed strike, spare or even atotal miss after the ball ends up in the gutter 6. An entire library ofconceivable bowling events is thus contained in the computer program,for example in the same way as in TV and computer games.

The aforementioned projection screen 8 is situated at a height above thelane 3, such that the distance H between the lane 3 and the bottom edge21 of the screen permits the ball 16 to pass the screen 8 on itsunderside 31 rolling on the bowling lane 3.

The readings from the position sensors 13 and the speed indicators 15are thus so arranged, together with the force sensor 14, as to providethe input to the computer 17, which is so arranged as to calculate theonward travel of the ball 16 along the lane 3 and to calculate theimpact force of the ball 16 against the pins 18.

Loudspeakers 20 can also be provided on the aforementioned bowlingsimulator 2, which are so arranged inter alia as to be capable ofbroadcasting realistic sound effects deriving from a bowling environmentand which thus harmonize with the images that are displayed at the sametime, for instance a delightful clatter of the pins when the ball 16 isestimated to have struck the pins 18.

The aforementioned computer unit 17 is appropriately so arranged as tobe capable of being reset in accordance with special circumstances, forinstance for adaptation to the premises and/or to the size of the ball.It is possible in this way to select a shorter and/or narrower laneapproach 4 and/or bowling lane 3 and also to use different sizes ofballs 16, etc., i.e. the concept is miniaturized.

Automatic counting of points can be so arranged as to take place viapreviously disclosed result indication systems, either integrated in theprojected image 12 on the screen 8 or displayed on a separate monitor inthe premises 23 where the lane is situated.

The aforementioned pin pit 9 can comprise an inclined bottom part 9A,with the help of which the ball 16 is caused to roll out to the correctside of the lane 3 to arrive in the ball return channel 24 after theball 16 has first hit the stop cushion 19, which completely arrests theball from rolling onwards in the direction of bowling 28, and where theforce sensor 14 senses the force with which the ball 16 hits the stopcushion 19.

The invention thus permits “real” bowling to be played in a realisticfashion on a small lane, so that there is space for the lane in questionin small premises and so that there is accordingly space for severalsmall lanes in the space previously occupied by an actual lane. It isalso possible to simulate the type of lanes, impacts and otherparameters that it is wished to be able to vary in order to be able totrain real bowling on a mini-format lane.

With the help of advanced software, the intention is for the activeplayer to be able to indicate and determine for himself/herself the typeof surface on which he/she wishes to play, the type of ball that it isproposed to use, and the hook that it is proposed to impart to the ballon the actual lane.

The nature of the ball is critical for the extent to which the ball willhook, i.e. the number of boards, the hook and its characteristics aredetermined by a number of parameters, such as friction, top weight, sideweight, finger/thumb weight, size and total weight.

The nature of the surface, i.e. the lane, is directly dependent on howmuch oil is applied to the lane and where the oil is applied to thelane. This can be established from graphs of the kind illustrated inFIG. 4, where the oil is shown to have been applied in a larger quantityin the central area of the lane than at the lateral edges of the lane.It is possible to see the true nature of the lane from graphs of thiskind, or it is possible to select the type of lane on which it is wishedto play and train with reference to a number of graphs with varying oilprofiles.

The variations in the nature of an oil profile are countless, althoughthey are always constructed according to the same principle, i.e. theY-axis denotes the quantity of oil applied to the lane, and the X-axisdenotes the board on which the oil is present.

Competition organizers measure the quantity of oil (units/sq inch) witha so-called spectrometer, with which readings are taken on a strip oftape that is attached across the entire width of the lane.

The advanced version of the present invention is intended to offerplayers the opportunity to select between a number of pre-programmed oilprofiles, for example 6-10 different profiles, as well as theopportunity to design their own oil profile.

The majority of active players have access to two or more differentballs depending on the surface, whereas elite players are able to choosebetween up to ten different balls ahead of tournaments, etc.

The player must accordingly be able to utilize the arrangement as atraining tool by simulating different lane surfaces (oil profiles) andsimulating the behaviour of different balls on the surface. Theaforementioned values can be real or imaginary.

The equivalent is also true of where on the lane the ball must be playedin order to obtain the desired direction of impact, including any hook,i.e. a number of markings and boards on the lane from the right or fromthe left viewed from the point of deflection and where the lane approachbegins, as well as markings on the lane itself after the foul line.

With the data entered correctly in the computer, it is thus possible tosimulate the game on the displayed lane.

To generate a more accurate calculation of the onward travel of the balltoward the pins and to present a more accurate image of the bowling ballon the screen 8, a bowling ball can be tagged with a radio-frequencyidentification (“RFID”) tag that provides information about the bowlingball to the computer 17. In one embodiment, the RFID tag contained inthe bowling ball has a unique identifier within it, and the computer 17receives the unique identifier as the bowling ball is rolled down thebowling lane 3. For purposes of illustration, the following discussionassumes that the unique identifier identifies the bowling ball's colorand weight. It should be noted that instead of identifying both colorand weight, ball color but not weight can be identified, and vice versa.Further, the unique identifier can identify other information about theball.

A bowling ball can be tagged with an RFID tag in any suitable way. Forexample, an opening can be created in an off-the-shelf bowling ball byplunging the tip of a chainsaw (or other tool) into the ball, therebycreating a grove to the center. With reference to FIG. 5, an RFID tag100 (e.g., a nominal 3″×4″ tag) can be placed and glued in the openingin the bowling ball 105. Filler material 110 can then be placed in theopening, followed by resin 115, which is allowed to cure so that isconforms to the surface of the ball 105. (Section 120 of the ball 105 isthe ball core.) Alternatively, an RFID tag can be inserted during theball molding process. For example, as shown in FIG. 6, an RFID tag 125can be placed inside a ball mold 130 so that it is encased with resin135 as the bowling ball is being manufactured. Other ways of tagging abowling ball with an RFID tag can be used.

Turning again to the drawings, FIG. 7 is a block diagram of a system ofthis embodiment. This system comprises an antenna 200 embedded in thebowling lane 3, an antenna tuning module 210 coupled with the antenna200, and an RFID reader 220 coupled with the antenna tuning module 210and the computer 17. (Like components from FIG. 2 are not described. Itshould be noted that the additional components used for this RFIDembodiment can be used separately from the components shown in FIG. 2.)It should be noted that, instead of being two separate components, theantenna tuning module and the RFID reader can be part of the samecomponent.

The antenna 200 can be embedded in the bowling lane 3 in any suitableway. For example, FIG. 8 shows grooving 300 for the embedded RFIDantenna 200 under a top surface of a lane panel 310 of the bowling lane3 (a top surface 315 of another lane panel 320 is shown installed), andFIG. 9 shows the lane panel 310 of FIG. 8 with a top lane surface 330installed over the embedded RFID antenna 200.

During operation, the antenna tuning module 210 powers the antenna 200embedded in the bowling lane 3 to generate a field at a presetfrequency. As the bowling ball is rolled down the lane 3, the RFID tagin the bowling ball responds to the field generated by the energizedantenna coil 200 by producing a coded signal representing its uniqueidentifier. That coded signal is sent to the RFID reader 220 whichdecodes the signal, and it, in turn, sends that unique identifier to thecomputer 17. The computer 17 uses the unique identifier to look-upcharacteristics about the ball (in this example, ball weight and color)that are stored in a database in the computer 17. (It should be notedthat the RFID information can be sent to a separate computer thatcommunicates with computer 17).

The computer 17 uses the unique identifier along with the informationabout the ball speed, direction of travel, and location (from sensors13-15) to simulate the ball going down the lane 3. The ball weight thatwas looked-up in the database can be used to generate the proper ballpath and speed. The weight can also be used to very accurately determinethe bowling pin action resulting from the impact of the ball with thepins. The weight of the ball is desired in the simulation since the ballenergy and momentum directly affect the amount of energy imparted intothe pins and their resultant actions. In addition, the more energy thata ball carries into the pins, the less its velocity and path will beaffected by its contact with each of the pins. As the ball weight canvary from six pounds up to 16 pounds and each of the ten pins weighs upto three pounds ten ounces, accurate determination of ball weight is adesired element of accurately simulating the resultant pin action. Thedisplay is preferably presented in 1280×1024 resolution to accuratelyshow the ball and pin action.

Once pin action has been accurately determined, the system can projectthe results of that simulation on the projection screen 8. That displayincludes the accurate presentation of the ball rolling down the lane 3,in the proper color as determined from looking-up its unique identifierin the database. It then proceeds to accurately display the reaction ofeach individual pin resulting from the ball impact.

The invention is naturally not restricted to the embodiment describedabove and illustrated in the accompanying drawings. Modifications arepossible, especially with regard to the nature of the differentcomponent parts, or by the use of equivalent technology, withoutdeparting from the area of protection afforded to the invention asdefined in the Patent Claims.

1. A virtual bowling system comprising: a bowling lane; a displaydevice; at least one sensor operative to sense movement of a bowlingball on the bowling lane; a radio-frequency identification (RFID) readeroperative to read an identifier transmitted by an RFID device in thebowling ball, the identifier identifying information about the bowlingball; and at least one computer operative to generate a display, on thedisplay device, of a virtual bowling ball traveling down a virtualportion of the bowling lane and interacting with virtual bowling pinsbased on data from the at least one sensor and based on the informationabout the bowling ball identified by the identifier transmitted by theRFID device.
 2. The virtual bowling system of claim 1, wherein the atleast one computer is operative to query a database with the identifierto determine the information about the bowling ball.
 3. The virtualbowling system of claim 1, wherein the information about the bowlingball comprises one or both of bowling ball weight and bowling ballcolor.
 4. The virtual bowling system of claim 1, wherein the at leastone sensor is operative to sense one or more of the following: directionof the bowling ball, speed of the bowling ball, and force of the bowlingball.
 5. The virtual bowling system of claim 1 further comprising: anantenna; and an antenna tuning module operative to power the antenna togenerate a field at a frequency operative to cause the RFID device inthe bowling ball to transmit the identifier.
 6. The virtual bowlingsystem of claim 5, wherein the antenna is embedded in the bowling lane.7. The virtual bowling system of claim 1 further comprising a laneapproach, wherein the lane approach comprises an extension of thebowling lane such that the lane approach and the bowling lane are on acommon level.
 8. The virtual bowling system of claim 1, wherein thebowling lane is less than 20 metres in length.
 9. The virtual bowlingsystem of claim 1 further comprising a lane gutter on either side of thebowling lane.
 10. A virtual bowling system comprising: a bowling lane; adisplay device; at least one sensor operative to sense movement of abowling ball on the bowling lane; a radio-frequency identification(RFID) reader operative to read an identifier transmitted by an RFIDdevice in the bowling ball, the identifier identifying information aboutthe bowling ball; and circuitry operative to generate a display, on thedisplay device, of a virtual bowling ball traveling down a virtualportion of the bowling lane and interacting with virtual bowling pinsbased on data from the at least one sensor and based on the informationabout the bowling ball identified by the identifier transmitted by theRFID device.
 11. The virtual bowling system of claim 10, wherein thecircuitry is operative to query a database with the identifier todetermine the information about the bowling ball.
 12. The virtualbowling system of claim 10, wherein the information about the bowlingball comprises one or both of bowling ball weight and bowling ballcolor.
 13. The virtual bowling system of claim 10, wherein the at leastone sensor is operative to sense one or more of the following: directionof the bowling ball, speed of the bowling ball, and force of the bowlingball.
 14. The virtual bowling system of claim 10 further comprising: anantenna; and an antenna tuning module operative to power the antenna togenerate a field at a frequency operative to cause the RFID device inthe bowling ball to transmit the identifier.
 15. The virtual bowlingsystem of claim 14, wherein the antenna is embedded in the bowling lane.16. The virtual bowling system of claim 10 further comprising a laneapproach, wherein the lane approach comprises an extension of thebowling lane such that the lane approach and the bowling lane are on acommon level.
 17. The virtual bowling system of claim 10, wherein thebowling lane is less than 20 metres in length.
 18. The virtual bowlingsystem of claim 10 further comprising a lane gutter on either side ofthe bowling lane.
 19. The virtual bowling system of claim 10, whereinthe circuitry comprises at least one computer.
 20. A method for virtualbowling, the method comprising: receiving movement information of abowling ball on a bowling lane; receiving an identifier transmitted by aradio-frequency identification (RFID) device in the bowling ball, theidentifier identifying information about the bowling ball; anddisplaying a virtual bowling ball traveling down a virtual portion ofthe bowling lane and interacting with virtual bowling pins based on themovement information of the bowling ball on the bowling lane and basedon the information about the bowling ball identified by the identifiertransmitted by the RFID device.
 21. The method of claim 20 furthercomprising querying a database with the identifier to determine theinformation about the bowling ball.
 22. The method of claim 20, whereinthe information about the bowling ball comprises one or both of bowlingball weight and bowling ball color.
 23. The method of claim 20, whereinthe movement information of the bowling ball comprises one or more ofthe following: direction of the bowling ball, speed of the bowling ball,and force of the bowling ball.
 24. The method of claim 20 furthercomprising generating a field at a frequency operative to cause the RFIDdevice in the bowling ball to transmit the identifier.
 25. The method ofclaim 20, wherein the bowling lane extends onto a lane approach suchthat the lane approach and the bowling lane are on a common level. 26.The method of claim 20, wherein the bowling lane is less than 20 metresin length.
 27. The method of claim 20, wherein there is a lane gutter oneither side of the bowling lane.